• Title/Summary/Keyword: Online Game Server

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Dynamic Load Balancing Mechanism for MMORPG (MMORPG를 위한 동적 부하 균등화 기법)

  • Lim, Chae-Gyun;Rho, Kyung-Taeg
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.9 no.5
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    • pp.199-203
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    • 2009
  • Recently, Massively Multiplayer Online Role-Playing Games (MMORPGs) has become increasingly popular, which continue to increase the number of game player. The volume of the game world also has been extended on a large scale. Existing Map-based distributed server architecture divides the game world into the rectangular regions and allocates the registered player in each region to the server responsible for that region. Players tend to concentrate in certain regions of the game world, which makes some special server overloaded. This paper proposes to change the boundary between servers to solve such a unbalanced load problem. Our proposed method first finds the overloaded server and then searches for its neighboring lightest loaded server to share with the overload evenly. Finally we implemented performance evaluation to demonstrate the efficiency of this approach.

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A Study on the MMORPG Server Architecture Applying with Arithmetic Server (연산서버를 적용한 MMORPG 게임서버에 관한 연구)

  • Bae, Sung-Gill;Kim, Hye-Young
    • Journal of Korea Game Society
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    • v.13 no.2
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    • pp.39-48
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    • 2013
  • In MMORPGs(Massively Multi-player Online Role-Playing Games) a large number of players actively interact with one another in a virtual world. Therefore MMORGs must be able to quickly process real-time access requests and process requests from numerous gaming users. A key challenge is that the workload of the game server increases as the number of gaming users increases. To address this workload problem, many developers apply with distributed server architectures which use dynamic map partitioning and load balancing according to the server function. Therefore most MMORPG servers partition a virtual world into zones and each zone runs on multiple game servers. These methods cause of players frequently move between game servers, which imposes high overhead for data updates. In this paper, we propose a new architecture that apply with an arithmetic server dedicated to data operation. This architecture enables the existing game servers to process more access and job requests by reducing the load. Through mathematical modeling and experimental results, we show that our scheme yields higher efficiency than the existing ones.

Bandwidth Requirement of Region-based Hybrid Architectures for Massively Multiplayer Online Games (대규모 멀티플레이어 온라인 게임을 위한 영역 기반 하이브리드 구조의 대역폭 요건)

  • Kim, Jin-Hwan
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.18 no.4
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    • pp.123-130
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    • 2018
  • Many massively multiplayer online games(MMOG) use client-server architectures that have enormous server-side bandwidth requirements. In this paper, we propose a region-based hybrid game architecture that combines the advantages of client-server and peer-to-peer architectures, so that only critical events changing game state are processed by the server. In this hybrid architecture, the central server divides the game into regions and assigns a player as a regional server to distribute important updates for that region. Thus, the central server sends state updates to the players through the regional servers. All players in the same region directly exchange updates without affecting game state. This division of labor greatly reduces server bandwidth significantly and enables it to serve larger number of concurrent players. Our experiments show that the region-based hybrid architecture with three-level hierarchy scales better than the client-server architecture, saving considerable bandwidth at the central server while requiring enough bandwidth of players acting as regional servers.

A Method to Manage the Map for On-Line RPG Supporting Full 3D (완전한 3차원을 지원하는 온라인 RPG를 위한 맵 관리 방법)

  • Lee, Nam-Jae;Kwak, Hoon-Sung
    • The KIPS Transactions:PartB
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    • v.9B no.6
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    • pp.863-868
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    • 2002
  • In this paper we suggested a map management method for on line RPG supporting full 3D. In general, it is possible to support full 3D with client engine. Rut the online game server cannot show the expected performance under normal price constrains with current hardware technology, since the amount of data for management of 3D on-line game server increase exponentially with respect to the size of game world. To solve this problem. we introduced the "special object" which makes it possible for on-line game server with low performance hardware. This suggested method gave concrete from to manage full 3D for server as well as clients.s clients.

Game Behavior Pattern Modeling for Bots(Auto Program) detection (봇(오토프로그램) 검출을 위한 게임 행동 패턴 모델링)

  • Jung, Hye-Wuk;Park, Sang-Hyun;Bang, Sung-Woo;Yoon, Tae-Bok;Lee, Jee-Hyong
    • Journal of Korea Game Society
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    • v.9 no.5
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    • pp.53-61
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    • 2009
  • Game industry, especially MMORPG (Massively Multiplayer Online Role Playing Game) has rapidly been expanding in these days. In this background, lots of online game security incidents have been increasing and getting more diversity. One of the most critical security incidents is 'Bots', mimics human player's playing behaviors. Bots performs the task without any manual works, it is considered unfair with other players. So most game companies try to block Bots by analyzing the packets between clients and servers. However this method can be easily attacked, because the packets are changeable when it is send to server. In this paper, we propose a Bots detection method by observing the playing patterns of game characters with data on server. In this method, Bots developers cannot handle the data, because it is working on server. Therefore Bots cannot avoid it and we can find Bots users more completely.

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Mutual Surveillance based Cheating Detection Method in Online Games (상호 감시 기반의 온라인 게임 치팅 탐지 방법)

  • Kim, Jung-Hwan;Lee, Sangjin
    • Journal of Korea Game Society
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    • v.16 no.1
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    • pp.83-92
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    • 2016
  • An online game is a huge distributed system comprised of servers and untrusted clients. In such circumstances, cheaters may employ abnormal behaviors through client modification or network packet tampering. Client-side detection methods have the merit of distributing the burden to clients but can easily be breached. In the other hand, server-side detection methods are trustworthy but consume tremendous amount of resources. Therefore, this paper proposes a security reinforcement method which involves both the client and the server. This method is expected to provide meaningful security fortification while minimizing server-side stress.

A Study for Effectiveness of Preliminary Security Assessment on Online Game Service Domain (온라인게임 서비스 분야에 정보보호 사전진단 적용시 효과성에 관한 연구)

  • Yoo, Dong-Young;Seo, Dong-Nam;Kim, Huy-Kang;Choi, Jin-Young
    • Journal of Information Technology Services
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    • v.10 no.2
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    • pp.293-308
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    • 2011
  • The preliminary security assessment is an information security process to analyze security weaknesses before beginning of services. Discovering security weakness through preliminary security assessment is highly required because it costs much when security incident occur in the middle of service operation. However, this assessment is not widely spread in the online game service domain yet. In this paper, we summarize the security risk existed in the online game service, and we classify the security requirements related to the each risk. Also, through the case study, we evaluated the effectiveness of preliminary security assessment in this domain. In addition, we suggest checklists that should be reviewed once in game-client side, network-side and game-server side for the purpose of security enhancement.

A Load Distribution System on P2P Online Game Based on RS Reconfiguration by Interesting Regions (P2P 온라인 게임에서의 관심영역별 영역관리자 재구성 기반 부하분산 시스템)

  • Jung, Mi-Sook;Kim, Seong-Hoo;Park, Kyoo-Seok
    • Journal of Korea Multimedia Society
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    • v.12 no.3
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    • pp.345-353
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    • 2009
  • It is for sure that a stable game managing system is absolutely needed to accept simultaneous interfacing of many users for P2P on-line game system. The proposed P2P on-line game system in this paper is able to get smart and stable game managing taking care of extensive players through reorganizing numerous RS(Region Server) and mutual communications among RS's which can be avoid congestion on one region. Moreover, it is possible to synchronize for game nodes in time stamp utilizing Global Zone Buffer of Monitoring Server which leads to breakup loads. The system manages middleware layers in the so-called sub area, and it is able to execute no matter how big the game sizes are. That means, in some ways, we got everything we try to ensure such as the problems of high cost server and stabilization of message transmission. This paper welcomes to prove efficiency of the suggested system through the simulation.

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Design and Implementation of Borderless Casual Game Server using Virtualization (가상화 기법을 사용한 경계 없는 캐쥬얼 게임 서버 설계 및 구현)

  • Kim, Sung-Baek;Lee, Jae-Dong
    • Journal of Korea Society of Industrial Information Systems
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    • v.17 no.4
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    • pp.25-40
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    • 2012
  • This paper suggests the way to build the integration of internal server by using link server with virtualization method. With the development of on-line games, game communities began to be formed by users, players get fun from playing games, sharing online space with friends, clans, and parties. However, the limit of physical server restrict the allows under average a hundred users to play at same time and place, and three thousand to ten thousand people to access to game community with chat, message, friends functions. By following the explanation of the method from this paper, this limit can be overcome. It will give the function to share information of all connected users in one displayed server. This paper demonstrates the key quality requirements of the server built by this way such as scalable architecture, consistency, and latency is fulfilled.

Server Performance Improvement with Predicted Range of Agent Movement (이동 범위 예측을 통한 온라인 서버 성능 향상 기법)

  • Kim, Yong-O;Shin, Seung-Ho;Kang, Shin-Jin
    • Journal of Korea Game Society
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    • v.11 no.1
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    • pp.101-109
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    • 2011
  • The performance of server becomes important issues in online game with the online game market expansion. This paper proposes a method of improving performance to decrease synchronized packets for each entity's informations in game. Our method provides adapted solution of reconstructing spatial subdivision to reduce a load of movement between boundary regions using prediction of entity's movement range and disabled regions where entity can not move to. It is shown through the experiments that proposed method outperforms existing method in terms of processing quantity of packets.